actor JunkLavaPillar 10621
{
//$Category MM8BDM-Interactive Props
//$Sprite AMMOA0
-SOLID
+SHOOTABLE
+NOTAUTOAIMED
+NOBLOOD
+NODAMAGE
+DONTBLAST
+CANTSEEK
Height 500
radius 32
Health 9999
painchance 256
mass 999999999
Damagefactor "Freeze", 1.0
Damagefactor "ConcreteCase", 1.0
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_GiveInventory("NoHookshot",1)
TNT1 A -1
loop
Pain:
TNT1 A 0
Goto Spawn
Pain.Freeze:
TNT1 A 1 A_CallSpecial(special, args[0], args[1], 0, args[3], args[4])
Goto Spawn
Pain.ConcreteCase:
TNT1 A 1 A_CallSpecial(special, args[0], args[1], 1, args[3], args[4])
Goto Spawn
}
}

actor GockRoach 10626
{
//$Category MM8BDM-Props
//$Arg0 Activity
//$Arg0Enum { 0 = "Moves randomly"; 1 = "Keeps still"; }
//$Arg0Type 11
+CANPASS
-ISMONSTER
-COUNTKILL
-SHOOTABLE
-SOLID
//+CLIENTSIDEONLY
scale 2.5
Height 8
Radius 12
Speed 8
States
{
Spawn:
GOCK ABABAB 6
GOCK A 0 A_JumpIf(args[0]==1,"DontMove")
GOCK A 0 A_Jump(128,"Spawn")
GOCK CCCDDDEEECCCDDDEEECCCDDDEEECCCDDDEEECCCDDDEEECCCDDDEEECCCDDDEEE 1 A_Wander
loop
DontMove:
GOCK AB 6
loop
}
}

actor DustCrusherEnemyProp 11159
{
//$Category MM8BDM-Interactive Props
//$Sprite DUSCA8A2
Obituary "%o was munched by a Dust Crusher."
renderstyle normal
height 32
radius 32
scale 2.5
speed 20
+CANPASS
-ISMONSTER
-COUNTKILL
-SHOOTABLE
-SOLID
maxstepheight 128
States
{
	Spawn:
	TNT1 A 1
	Goto Seeking
	Seeking:
	TNT1 A 50
	DUSC DEFFFFGHGFIJIFFED 4
	TNT1 A 30
	TNT1 A 4 A_SpawnItemEx("DustCrusherEnemyHead", 0, 0, 0, 7, 0, 3, 0)
	TNT1 AAAAAAAAAAAA 4 A_SpawnItemEx("DustCrusherEnemyBody", 0, 0, 0, 7, 0, 3, 0)
	TNT1 A 4 A_SpawnItemEx("DustCrusherEnemyTail", 0, 0, 0, 7, 0, 3, 0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander
	Chance:
	TNT1 A 10 A_Jump(20, "Seeking")
	loop
}
}

actor DustCrusherEnemyHead
{
height 32
radius 32
scale 2.5
+BOUNCEONWALLS
+ALLOWBOUNCEONACTORS
+BOUNCEONACTORS
+ACTIVATEMCROSS
Obituary "%o was munched by a Dust Crusher."
SelfObituary "$OB_JUNKMANDUSTCRUSHER"
+MISSILE
+RIPPER
damage (1)
gravity 0.1
	States
	{
	Spawn:
	TNT1 A 0 nodelay A_ClearTarget
	TNT1 A 0 A_SpawnItemEx("DustCrusherEnemyFX", 0, 0, 0, 6, 0, 8, random(0,360))
	TNT1 A 0 A_SpawnItemEx("DustCrusherEnemyFX", 0, 0, 0, 6, 0, 8, random(0,360))
	DUSC A -1
	stop
	}
}

actor DustCrusherEnemyBody : DustCrusherEnemyHead
{
	States
	{
	Spawn:
	TNT1 A 0 nodelay A_ClearTarget
	TNT1 A 0 A_SpawnItemEx("DustCrusherEnemyFX", 0, 0, 0, 6, 0, 8, random(0,360))
	TNT1 A 0 A_SpawnItemEx("DustCrusherEnemyFX", 0, 0, 0, 6, 0, 8, random(0,360))
	DUSC B -1
	stop
	Death:
	TNT1 A 0 A_SpawnItemEx("DustCrusherEnemyFX", 0, 0, 0, 6, 0, 8, random(0,360))
	TNT1 A 0 A_SpawnItemEx("DustCrusherEnemyFX", 0, 0, 0, 6, 0, 8, random(0,360))
	stop
	}
}


actor DustCrusherEnemyTail : DustCrusherEnemyHead
{
	States
	{
	Spawn:
	TNT1 A 0 nodelay A_ClearTarget
	TNT1 A 0 A_SpawnItemEx("DustCrusherEnemyFX", 0, 0, 0, 6, 0, 8, random(0,360))
	TNT1 A 0 A_SpawnItemEx("DustCrusherEnemyFX", 0, 0, 0, 6, 0, 8, random(0,360))
	DUSC C -1
	stop
	}
}

actor DustCrusherEnemyFX
{
scale 2.5
+DOOMBOUNCE
+MISSILE
+CLIENTSIDEONLY
States
{
	Spawn:
	TNT1 A 1
	TNT1 A 0 A_PlaySoundEx("weapon/spreaddrillhit", "Voice")
	TNT1 A 1 A_Jump(128,"Alt")
	DUSC K 10
	DUSC K 1
	TNT1 A 1
	DUSC K 1
	TNT1 A 1
	DUSC K 1
	TNT1 A 1
	DUSC K 1
	stop
	Alt:
	DUSC L 10
	DUSC L 1
	TNT1 A 1
	DUSC L 1
	TNT1 A 1
	DUSC L 1
	TNT1 A 1
	DUSC L 1
	stop
}
}